The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far. The sciences, each straining in its own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the deadly light into the peace and safety of a new dark age. — H. P. Lovecraft, “The Call of Cthulhu”
For generations, H.P. Lovecraft has inspired fans of horror, fantasy, and science-fiction. This is especially true in tabletop role playing games, where his stories have been adapted into countless variations of exciting adventure. Now we offer another way for you bring his mythos into your tabletop RPG session!
A is for Angles, B is for Books, C is for Cults, N is for Nyarlathotep
This Kickstarter funds the creation of The Cthulhu Alphabet, a prolifically illustrated tabletop RPG supplement published in hardcover book format.
The Cthulhu Alphabet is a collection of random tables to inspire your role playing game, structured around an abecedarian theme. If you are a player navigating an uncaring universe, a haunted setting, or horror-filled dungeon, you will find new ideas for your character and adventures. And if you are a game master creating scenarios set in the Cthulhu Mythos – or in any fantastic world – you will find every page bursting with ideas. Your brain will spark on every page, whether you roll randomly for inspiration or read the tables in order.
The Cthulhu Alphabet is systems-neutral and will work with any rules set, whether 5E, DCC RPG, or otherwise. The book is estimated to be 112 pages long, and will be printed with color cover and B/W interior.
The “Alphabet” Format
The Cthulhu Alphabet follows the format first popularized by Goodman Games in The Dungeon Alphabet. The entries are in alphabetical order, and each concerns one aspect of the Cthulhu mythos. Each entry contains a mix of inspirational text and one or more random tables.
Looking to make your next monster encounter more interesting? Try rolling on S is for Serpentfolk, Z is for Zombies, or D is for Deep Ones.
Creating a mythos-styled location for your next scenario? Try rolling on K is for Kingsport, or M is for Miskatonic University.
Figuring out the antediluvian horror central to your next plot? Try rolling on O is for Outer Gods, U is for Unnamable, or E is for Elder Thing.
Building out the dark history of a lost book, mysterious grandfather, or odd old house? Try rolling on L is for Legacy, M is for Madness, B is for Books, or J is for Journal.
Tweaking the nuances of a historically accurate literary adventure, but need a little bit of inspiration or added mystery? Roll on V is for Voorish Sign, P is for Pnakotic, U is for Ubbo-Sathla, H is for Hastur, or I is for Ithaqua.
Just need something gross for the characters to fight? Look up C is for Cultists, T is for Tentacles, or S is for Shoggoth.
The Cthulhu Alphabet is a book years in the making. The contributors are all touched by just the right amount of madness to pull this off.
With an introduction by Sandy Petersen, cover art by Erol Otus, and foreword by Brad McDevitt, the Cthulhu Alphabet starts out with a bang.
The core content is written by Michael Curtis, Jon Hook, Rick Maffei, and Brad McDevitt, with additional support by Brian Courtemanche, Mike Ferguson, and Brendan LaSalle. Their writing sets a perfect tone for the art inside the book.
The art team brings every page to life. Interior art includes work by Brad McDevitt, Stefan Poag, Peter Mullen, Doug Kovacs, Russ Nicholson, William McAusland, Jesse Mohn, Cliff Kurowski, Tom Galambos, Chris Arneson, and others.
The Cthulhu Alphabet is a monument to Lovecraftian illustration. We have worked with several artists to provide you with several cover options for the book. All will be printed in hardcover format.
The color cover ($25) is painted by legendary D&D artist Erol Otus.
There is a foil cover ($35) illustrated by Lovecraft acolyte Brad McDevitt. This will be printed in foil ink on a leatherette textured cover.
There is a another foil cover option ($35) illustrated by Stefan Poag. This is a wraparound cover, and will also be printed in foil ink on a leatherette textured cover.
Finally, there is a leather-bound cover option ($100) illustrated by Peter Mullen. This cover will be printed in foil ink on real leather.
Ordering More Than One Copy
So many good options, so hard to choose! If you would like to order more than one copy, just "add the dollars" for the additional copies to your pledge. After the Kickstarter is over we will create a pledge manager where you can specify which edition the dollars are for.
The Cthulhu Alphabet wouldn't be here if it weren't for H.P. Lovecraft and The Dungeon Alphabet. If you don't have a copy of The Dungeon Alphabet - or our other great systems-neutral volumes - now is a great time to get them!
You can add on any of these items by simply "adding the dollars" to your pledge. At the end of the Kickstarter we will release a survey where you can specify what the additional dollars are for.
Add-ons are available in print+PDF format, or PDF only.
The Dungeon Alphabet (hardcover+PDF $20, PDF only $8): A is for Altar, B is for Books, and C is for Caves: The Dungeon Alphabet has advice, hints, and randomized tables that bring new life to your adventures. The 4th printing is expanded with 16 pages of additional content for a total of 80 pages. The entries are accompanied by outstanding art from classic fantasy illustrators and are compatible with all fantasy role playing games. This fourth printing features art by Russ Nicholson, Jeff Easley, Jim Holloway, Peter Mullen, Michael Wilson, and Brad McDevitt.
The Monster Alphabet (hardcover+PDF $20, PDF only $12): A is for Android, B is for Breath Weapon, C is for Crossbreed! Unleash your demons with the Monster Alphabet, a compilation of monster design elements keyed to letters of the alphabet. Game masters of any rule system will find inspiration for creating strange, new abominations: random tables of traits, powers, and lore; awe-inspiring illustrations by your favorite fantasy artists old and new; and rolling handfuls of dice directly on monster generation diagrams. The entries are accompanied by fantastic art from classic fantasy illustrators and are compatible with all fantasy role playing games.
How to Write Adventure Modules That Don't Suck (hardcover+PDF $30, PDF only $15): Over the last 15 years, Goodman Games has established a reputation for publishing some of the best adventure modules in the industry. Now we present our advice on how you can write great adventures! This compilation of articles is authored by two dozen of the industry’s best-known adventure writers. Each article gives a different perspective on how to write adventure modules that don’t suck, written by authors with decades of experience and prominent published credits. By the time you’re done reading this book, you’ll be on the path to designing great adventure modules on your own. Whether you’re an experienced writer or an aspiring novice, you’ll find something of value in this book!
GM Gems (hardcover+PDF $25, PDF only $12): A tome of inspiration for fantasy game masters. GM Gems is filled with a wealth of information and ideas to empower every aspect of your game. Never run boring, vanilla games and never be caught flat-footed! This updated hardcover features amazing new cover art by legendary TSR artist Laura Lakey. The completely new layout includes new interior illustrations by Stefan Poag in addition to the originals by William McAusland, plus a two-page spread on the endsheets by OSR favorite Peter Mullen.
The Adventurers Almanac (hardcover+PDF $25, PDF only $13): 365 days of adventure and plot hooks, plus so much more! Set a date for adventure with The Adventurer’s Almanac! An entire year’s worth of adventure awaits you inside its pages, complete with magical items, interesting personalities, strange festivals, and dangerous sites to explore, all presented in a system-neutral format suitable for any fantasy campaign. The Adventurer’s Almanac also includes a fantastical calendar to bring structure to your game seasons loaded with more than 300 adventure seeds and a complete astrological system that gives characters personality traits, interesting benefits, and troublesome disadvantages to contend with.
Age of Cthulhu 1: Death in Luxor (PDF only $8): In the age of the pharaohs, a great and unfathomable evil rose from the murky depths to cast its gibbous shadow over ancient Egypt. At the cost of his empire, Ramesses III imprisoned the horror beneath the sands of Luxor, where it has slumbered ever since. In 1924, a team of visiting archeologists unearthed the last remaining testament of that ancient mystery, only to unleash a terror from out of time. Now death stalks the dusty streets of Luxor and a new age of horror is at hand. Can your investigators succeed where the mightiest of pharaohs have failed? Or will they fall victim to Luxor's secret past?
Age of Cthulhu 2: Madness in Londontown (PDF only $8): 3,000 years before the birth of Christ, fearful tribesmen raised bloody sacrifices on the Salisbury Plain in honor of a dread god. The skies coursed red with blood, consuming the weak, granting boons to the strong, and seeding ghastly young in the wooded glens about the Salisbury Plain. 50 years after the death of Christ, the Roman legion Legio IX Hispana, led by Gnaeus Hosidius Geta, swept through the region, slaughtering the indigenous Celtic tribesmen. Those that stole the religious artifacts soon succumbed to madness, and the legion vanished from the annals of time. Present day, 1928: Misguided worshippers seeks to call forth the patron god of old. The dark god will stride across the Salisbury Plain once more, and madness is sure to follow.
Age of Cthulhu 3: Shadows of Leningrad (PDF only $8): The death of a brilliant artist summons the investigators to Leningrad, setting them in pursuit of a mystery older than Russia herself. But when each secret revealed brings the investigators closer to madness, is the truth worth the price? The trail of clues takes them from the dachas of the Orkonov Estate to the Revolution Hospital and State Museum of Leningrad, and finally to the wilds of the frozen forests, where the investigators are faced with a terrifying puzzle unlike any other.
Age of Cthulhu 4: Horrors from Yuggoth (PDF only $8): History tells us that General Umberto Nobile and Roald Amundsen overflew the North Pole in 1926, making the first trans-polar flight from Europe to America. In 1928, Nobile went back in the Italia, which crashed on the ice north of Svalbard, Norway. An international rescue mission was launched to find him and his aeronauts. Your characters are part of this mission – and the State Department wants you to rescue the survivors before the Russian expedition gets them! But soon this humanitarian mission becomes embroiled in international tensions, mysterious disappearances, and the cold arcano-science of Yuggoth...
Age of Cthulhu 5: Long Reach of Evil (PDF only $10): It is the Age of Cthulhu, and the cold tentacles of primeval madness reach across the globe. In this compilation of three adventure modules, the investigators journey to Peru, Sumatra, and Tibet in a desperate quest to uncover mysteries that imperil the world. Incan ruins, erupting volcanoes, and madness at the top of the world await those brave enough to unravel the long reach of evil. This all-new adventure module uses the Chaosium BRP system and is officially licensed for use with Call of Cthulhu.
Age of Cthulhu 6: A Dream of Japan (PDF only $8): It is the Age of Cthulhu, and the cold tentacles of primeval madness reach across the globe. A search for a missing socialite leads to the Aokigahara forest at the base of Mount Fuji. Eerily quiet, strangely lifeless, and infinitely desolate, this mysterious forest hosts more suicides than any other location in the world – and, as the investigators will discover, is home to an alien intelligence far beyond our comprehension...
Age of Cthulhu 7: Timeless Sands of India (PDF only $8): India: exotic splendors, desolate sands, and the mysteries of the Subcontinent. The answers to unexplained nightmares rest in India's timeless sands, where eons-old mysteries still dwell just below the veneer of polite society. Curious investigators are quickly drawn into a shadow-war waged by forces of darkness. The clues lead to the ferocious sandstorms of the Great Thar Desert, with fires, assassins, spies, and the alien Lightning Cannon along the way!
Age of Cthulhu 8: Starfall Over the Plateau of Leng (PDF only $8): An investigation into the whereabouts of a missing artist becomes a manhunt for her suspected murderer. The trail leads to the impossible, deep into the mystical realm of sleep, The Dreamlands. The investigators must journey to the very heart of the Plateau of Leng, to the fabled Pharos of Leng, if they are to find their quarry, but it may all be for naught, as a giant falling star threatens to destroy both The Waking World and The Dreamlands.
Age of Cthulhu 9: The Lost Expedition (PDF only $8): Deep in the Gobi Desert, the investigators discover a strange artifact amidst primordial fossils. The alien device is a gateway to a conduit to travel throughout the cosmos, known as The Great White Space. The investigators are then propelled to an alien world ruled by the Elder Things, a strange alien race of macabre scientists. Desperate to find a way home, the investigators must survive a hostile and alien world filled with mutant dinosaurs and the Elder Thing's amorphous and putrid slave-beasts, the shoggoths!
The Cthulhu Alphabet is a work of art many years in the making. If this project goes particularly well, we will enhance its appeal with further improvements.
At $25,000: We will add printed endsheets. Cleared!
At $35,000: We will add a sewn-in satin ribbon bookmark.
Shipping costs are not included in the base pledge cost. They will be assessed later in the pledge manager launched after the Kickstarter. Shipping will be based on the weights of the items you order, once total orders are tallied in BackerKit.
Risks and challenges
Goodman Games has published more than 200+ titles and successfully fulfilled many Kickstarters. The greatest risk is when our Kickstarters do extremely well and are delayed by all the amazing stretch goals we have cleared!Learn about accountability on Kickstarter
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